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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition > API/Runtime/Engine/WorldPartition/HLOD
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UHLODBuilder
- UHLODBuilderInstancing
- UHLODBuilderMeshApproximate
- UHLODBuilderMeshMerge
- UHLODBuilderMeshSimplify
- ULandscapeHLODBuilder
- UNullHLODBuilder
- UWaterBodyHLODBuilder
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODBuilder.h |
| Include | #include "WorldPartition/HLOD/HLODBuilder.h" |
Syntax
class UHLODBuilder : public UObject
Remarks
Base class for all HLOD builders This class takes as input a group of components, and should return component(s) that will be included in the HLOD actor.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TObjectPtr< const UHLODBuilderSettings > | HLODBuilderSettings |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UHLODBuilder
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< UActorComponent * > | BatchInstances
(
const TArray< UActorComponent* >& InSubComponents |
||
| TArray< UActorComponent * > | Build
(
const FHLODBuildContext& InHLODBuildContext |
Build an HLOD representation of the input actors. | |
| TArray< UActorComponent * > | Build
(
const FHLODBuildContext& InHLODBuildContext, |
Components created with this method need to be properly outered & assigned to your target actor. | |
| uint32 | ComputeHLODHash
(
const UActorComponent* InSourceComponent |
For a given component, compute a unique hash from the properties that are relevant to HLOD generation. | |
| uint32 | ComputeHLODHash
(
const TArray< UActorComponent* >& InSourceComponents |
From a set of components, compute a unique hash from their properties that are relevant to HLOD generation. | |
| TArray< TComponentClass * > | FilterComponents
(
const TArray< UActorComponent* >& InSourceComponents |
||
| TSubclassOf< UInstancedStaticMeshComponent > | Get the InstancedStaticMeshComponent subclass that should be used when creating instanced HLODs. | ||
| TSubclassOf< UHLODBuilderSettings > | Return the setting subclass associated with this builder. | ||
| bool | Should return true if components generated from this builder need a warmup phase before being made visible. | ||
| void | SetHLODBuilderSettings
(
const UHLODBuilderSettings* InHLODBuilderSettings |
Provide builder settings before a Build. | |
| bool |
Deprecated Functions
| Type | Name | Description | |
|---|---|---|---|
| TArray< UActorComponent * > | Build
(
const FHLODBuildContext& InHLODBuildContext, |
Use Build() method that takes a single FHLODBuildContext parameter. |